ManehattanProject Posted May 15, 2016 Share Posted May 15, 2016 Okay, so I got a bit of a mystery on my hands. Thanks to Roy, we're back at running at full capacity. Part of GoE includes using the entirety of the Mothership Zeta kit from Fallout 3 that Obsidian conveniently left in the .BSAs. I've even managed to actually import three of the (also conveniently left) test levels from Mothership Zeta directly into FO:NV. Everything's working great...save for one model dlc05\dungeons\mz\pipe\dlc05pipebigbase01.nif This model seems to refuse to want to change from its default settings. When I attempt to scale the model, it will increase in size...and then snap back to 1.0 (while if double-clicked, it does indeed show the scale as 1.0+). When I duplicate it, it always snaps to vertical. I've never see a model behave like this and when inspected in-game, the model always reverts to a specific size and orientation. (1.0 and 0, 0, 0 rotation). Any ideas? Link to comment Share on other sites More sharing options...
TrickyVein Posted May 16, 2016 Share Posted May 16, 2016 (edited) Is the pipe supposed to rotate? It definitely has what appears to be completely junk NiTransformController data. Wherever a controller is used, keyed values override other transforms, at least in NifSkope - and maybe it sounds like in the editor, too. The root NiNode is being targeted, too, which I don't think I've seen before. Edit: Removing the transform data allows it to be scaled normally. Select it in the block list and delete the block and that should do it. Edited May 16, 2016 by TrickyVein Link to comment Share on other sites More sharing options...
ManehattanProject Posted May 16, 2016 Author Share Posted May 16, 2016 Is the pipe supposed to rotate? It definitely has what appears to be completely junk NiTransformController data. Wherever a controller is used, keyed values override other transforms, at least in NifSkope - and maybe it sounds like in the editor, too. The root NiNode is being targeted, too, which I don't think I've seen before. Edit: Removing the transform data allows it to be scaled normally. Select it in the block list and delete the block and that should do it. Sounds like they didn't clean the asset before throwing it into the .BSA. I'll always wonder why MZ is in there. Thank you kindly! :D Link to comment Share on other sites More sharing options...
TrickyVein Posted May 16, 2016 Share Posted May 16, 2016 NP. One of the weirder things I've seen. Link to comment Share on other sites More sharing options...
mindboggles Posted May 16, 2016 Share Posted May 16, 2016 Is the pipe supposed to rotate? It definitely has what appears to be completely junk NiTransformController data. Wherever a controller is used, keyed values override other transforms, at least in NifSkope - and maybe it sounds like in the editor, too. The root NiNode is being targeted, too, which I don't think I've seen before. Edit: Removing the transform data allows it to be scaled normally. Select it in the block list and delete the block and that should do it.Key frames trump everything, even in game collision. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 16, 2016 Share Posted May 16, 2016 Yeah. Collision for which things? How do you mean. Pretty sure you can't target a bhkCollisionObject in a controlled block or attach a controller manager/transform controller to one. Some fields in the bhkRigidBody need to be set for collision to move along with its parent node, which is what would be controlled. Link to comment Share on other sites More sharing options...
mindboggles Posted May 17, 2016 Share Posted May 17, 2016 It's good practice to only be controlling NiNodes anyway, then all it's children will simply be coming along for the ride (collision included). What I actually meant was you can ram meshes along with their collision through other collision bodies, actors through walls etc. Link to comment Share on other sites More sharing options...
Recommended Posts